Rank 2: Paranoia (100)You are always on the look out and aware the galaxy is secretly out to get you. +2 to initiative and the GM may secretly make checks versus your perception to see if you notice hidden threats. Others, however, may find this mindset unnerving.

Call ItemYou summon a specially prepared item to instantly appear in your hand. To prepare an object you must spend one hour in deep meditation, infusing the object with your psychic imprint, and marking it with glyphs and runes. The object must be small and light enough to be carried in one hand. You may only have a single prepared item at a time.

ChameleonYou cause reality to blur around you, distorting your image and allowing you to blend in with your surroundings. You gain +30 bonus to Concealment Tests. In addition all opponents using ranged weapons to attack you suffer a -20 penalty to their Ballistics Skill.

Fearful AuraYou twist reality in such a way as to make you appear more sinister and dangerous. You become the source of dread for anyone who looks upon you. Whilst this power is active, you have a fear rating of 2.

FloatYou focus your concentration and slowly begin to lift off the ground. You can only move up or down while under the effects of this power, and you cannot rise higher than 5 metres. You can use this power to stop yourself from falling but must succeed on a difficult (-10) Willpower Test in addition to beating the PW.

HealingYou Channel your power into a single target to knit flesh and mend bones. You may only use this power on a willing target, including yourself. The target of this power recovers 1d5 points of damage (removing critical first).Repeated uses of this power can be dangerous, however, not to mention painful, and the persons flesh rebels against the intrusion of warp energy. If a person (including the Psyker) is the subject of this power more than once in a 6 hour period, they must Test Toughness or take 1d5 points of Damage rather than being healed.

Inspiring AuraYou seem to glow with an inner light and all those around you are filled with confidence. While this power is active, all allies gain a +20 to Tests made to resist fear and pinning. They may also feel compelled to say nice things about you. Which is nice.

KnackYou tap into your unconscious to awaken a deeper understanding of your capabilities. Until the end of your next Turn, you may gain a +10 bonus to any one non-combat Test. After this point your enlightened mood fades.

LuckyIt is said luck acts strangely around Psykers, no doubt in part by powers like this one. When you manifest this power, anytime before the end of your next turn you can re-roll any one of your dice. (including damage rolls).

Resist Possession You create mental wards to shield your mind from the malign denizens of the warp. Any time in the next hour you may re-roll any failed Test to resist being possessed by a Daemon.

Spectral HandsYou create an invisible force that you may use to manipulate any object in 30 metres. The force has a Strength equal to your Willpower. This power lasts until the end of your next turn. Cannot perform precision actions or affect living creatures.

Staunch BleedingYou stop blood loss in yourself or another creature.

PSYCHICDISCIPLINEPOWERS

Biomancy

Biomancy: RegenerateYou are able to knit back together flesh at a phenomenal rate, letting you swiftly recover any non-fatal injury. This is a hard ability to master, but the rewards are great—Regenerate can eventually regrow lost limbs and organs. Each round this ability is active remove 1d5 damage and have all fatigue removed. Once all damage is healed you begin to regrow lost limbs and organs.

Telekinesis

Telekinesis: Catch ProjectilesYou can use your telekinetic abilities to catch incoming projectiles. This power only works against solid projectiles and so energy attacks get through normally. Until the end of your next turn you automatically discound a number of ranged attacks equal to to your willpower bonus. the incoming missles hang in the air upon contact until the end of the next turn, where they fall to the ground.

Telekinesis: FlingYou can telekinetically fling unattended objects weighing up to 5 kilograms per willpower bones. You can throw it up to 3 times your will power bonus. To hitr a target test willpower. on a success resolve as if it were an attack. The object deals 1d10 impact damage +1 per 5 kilograms of weight.

Telekinesis: Force BarrageAs per force bolt, except you generate 1 bolt per will power bonus.

Cybernetic EyesGood Quality, Dark SightTakes no penalties for fighting in areas of dim or no lighting.

Force SwordDamage: 1d10 +4 RPen: 6Special: Balanced, SpecialWeight: 3.5kg Special Ability: In addition to normal damage, upon damaging an enemy a psyker may imbue the blow with psychic power. Treat this as a power with a threshold of 6. If successful roll opposed willpower checks, for every degree of success add 1d10 damage that bypasses toughness and armor.<brb>Force Weapons are not broken by a Power Swords field.

Psy-FocusA small crystal amulet

Sanctioning Brand

SwordDamage: 1d10 RPen: 2Special: Balanced, MonoWeight: 3kg

MONEY

Platinum

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Gold

100

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Copper

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6

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Thwe above goes in crunch, the following is for the bio section

Untempted

Aetius Vigil

History

Gaunt VII, scum, villainy, and a hive assuredly. Though largely forgotten this world teems with life as the northern pole is covered in a single massive city. The only habitable portion remaining and not a inch of it is wasted as soaring towers dominate the sky. Of this hive was born Aetius to a family of moderate means. They did well as some of the few who knew how to maintain and expand the labyrinthine water system that fed the city. But this isn’t a story of Gaunt VII, (Would you like to know more?) or of water purification specialists. This is a tale of a Psyker.

He was in his early twenties when he first exhibited powers, and the harrowing he endured would leave its mark. By the time the dark ships took him, he was all to keenly aware of the dangers the lurked in the warp, and though he isn’t entirely sure how, he passed their tests. He was after his sanctioning sent to aid on the battlefields of his home in the Calixis Sector. He served with distinction aiding the Imperial Guard, gaining him the notice of the Templar Calix (Would you like to know more?) of Scholastia Psykana. Most notable is that despite talent and ability he was ever reluctant to use his Psychic Powers.

Eventually his battles would lead him to a fleet battle in the sector, his skill with his force sword and judicious use of his abilities saw him board the enemy flagship and singlehandedly carve his way to the bridge and eliminate its command staff. After his escape and recovery he was transferred to service in the Inquisition. (Would you like to know more?)

Personality

Paranoid and watchful, he picked up the nickname of vigil during his templar training on the polar ice cap of scintilla. Generally detached he views others as game pieces on a board, to be moved or manipulated without care to their own desires. If the situation requires the majority to be sacrificed for victory so be it, as long as it isn’t him. While he wouldn’t see it as cowardice he tends not to put himself in danger unless there is no other option. You see, he is special. Billions are born across the empire every seconds, of those less then a percent will be a Psyker, of those only a portion will be taken by the black ships, even less proven worthy of sanctioning, only a part of them deemed worthy of battlefield status and how few of them would survive as long as he or have the skills he is in possession of. Guardsmen, a coin a legion; Assassins, always more to recruit; Tech-priests, can you even tell them apart?

It isn’t personal, he is simply better than you on a genetic level.

Appearance

A hiver, Aetius is of a lean wiry build, standing 1.88m(6’2") tall and weighing in at 69kg(152lbs). His skin is fair and he has dark brown hair with grey streaks, and his eyes are well crafted cybernetics with a blue glow about them. His walk is confidant and manner is calm, albeit he is often searching with his eyes for potential dangers.